Lt. Commander
Join Date: Dec 2007
Posts: 120
I recently came back to the game after a few months away. I already had a Fed Eng VA, and have now managed to level my Fed Sci captain to the same rank. My Klingon Tac was mid-Commander at the start of the month and has just now been promoted to General, mostly on the basis of Duty Officer xp (a mixed blessing, as it helps me through the infamous KDF content drought but doesn't give me combat experience to match my rank). I'm also planning to start a Fed Tac soon. Before I do, though, I think I need a better idea of how to play a Tac; my recent experiences in space battles suggest I just don't get it.

At low levels, in the PvE dailies and exploration missions, Tac was all about the muggings: sneak up on the unaware target, decloak, unload the alpha strike and watch him explode. Now, however, I'm facing multiple opponents in pitched battles. I find that after my initial attack, I'm getting bogged down in the fight, pounded from all sides, and (at least half the time) destroyed - not good. As a Sci and especially an Eng, I could stay there and just lay about me in all directions with beams or debuffs, but Tac seems to be all about getting foes in your front arc and then (somehow) evading the retaliation of his friends.

Once I'm in the fight, how do I get back out for another run? Do I stay at full speed and make overrun passes, or cut throttle for more maneuverability? What am I doing wrong?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-16-2011, 10:59 AM
I take it your flying escort. Evasive Maneuvers is your best friend. load up a doff that cuts down the cool down time for that skill. as an escort, your about hit and run tactics. fly in for a pass, throw everything you have into that pass, then get out. if you want something similar to a cloak, use mask signiture. not as good up close, but you'll be hidden from view till it counts. also think about using attack pattern omega. it gives you extra turning rate, a boost of speed, and immune to tractor abilities. nifty little skill to use.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-16-2011, 11:08 AM
Quote:
Originally Posted by Rivyn13
I take it your flying escort.
Correct.

Thanks for the advice. Just last night, as I was thinking about the issues that led to this post, I noticed Omega and suspected that was probably what it's for. Good to have confirmation, though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-16-2011, 11:12 AM
whats your load out? and which ship are you flying?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-16-2011, 11:19 AM
Also consider placing some sort of torpedo in one of your aft weapons hardpoints. Dropping a parting gift in your enemy's face as you say your goodbyes could give you a second or two worth of distraction -- and help you get clear. Plus, if you enemy turns as you pass (so he can bring his forward weapons to bear on you), you might even hit his front shield facing (that you were probably already working on).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-16-2011, 11:20 AM
Quote:
Originally Posted by Quark_Kent View Post
Also consider placing some sort of torpedo in one of your aft weapons hardpoints. Dropping a parting gift in your enemy's face as you say your goodbyes could give you a second or two worth of distraction -- and help you get clear. Plus, if you enemy turns as you pass (so he can bring his forward weapons to bear on you), you might even hit his front shield facing (that you were probably already working on).
wow. . . thats a great idea. i hadnt thought of that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-16-2011, 11:36 AM
Quote:
Originally Posted by Rivyn13
wow. . . thats a great idea. i hadnt thought of that.
I favor Tricobalt torpedoes for that purpose, as they can disable their targets for 2-4 seconds. IF they hit, and that's a big if.

They are slow-moving, and can be shot down. Plus, they were significantly nerfed in Season 5, and don't do nearly as much damage as they used to. But any torpedo will work; you may want to try different kinds to see which ones work best for your playing style.

I personally look for torpedoes with any of the Acc, Dmg and CrtH modifiers when I'm shopping for or crafting torpedoes that I'm going to use in this role. However, the Acc modifier on any weapon (especially Acc x2 or x3) will come with a premium price. Those are highly sought-after.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
12-16-2011, 11:38 AM
atm im using dual bank, two dual heavy cannons, and quantum torp up front, three turrets aft. all AP. if i move the quantum torp aft, what could replace its slot up front? dont think the turret itself would do much good up there
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
12-16-2011, 11:44 AM
Quote:
Originally Posted by Rivyn13
atm im using dual bank, two dual heavy cannons, and quantum torp up front, three turrets aft. all AP. if i move the quantum torp aft, what could replace its slot up front? dont think the turret itself would do much good up there
I saw someone joking the other day about putting their turrets up front, torpedoes and cannons in the rear and BACKING into combat.

You could do another torpedo in its place, so you'd have tubes fore and aft. Or you could go with another cannon for more DPS. I've got ships with both configurations, or you could carry both a torpedo and a cannon with you -- because switching back and forth is relatively quick and easy before you go into combat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
12-16-2011, 11:48 AM
wouldnt a third cannon up front have a time delay when firing, 'specially with rapid fire?
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